Exemplo n.º 1
0
        private void UpdateTooltipAndStatus()
        {
            var ErrorsList   = Mod.GetErrors();
            var WarningsList = Mod.GetWarnings();

            if (ErrorsList.Count > 0 || WarningsList.Count > 0)
            {
                Icon = ErrorsList.Count > 0 ? StatusIconType.Error : StatusIconType.Warning;
                TooltipHeader.Text = "Action Required";
                TooltipText.Text   = "";
                foreach (string error in Mod.GetErrors())
                {
                    TooltipText.Text += TooltipText.Text == "" ? "" : "\n";
                    TooltipText.Text += error;
                }
                foreach (string warning in Mod.GetWarnings())
                {
                    TooltipText.Text += TooltipText.Text == "" ? "" : "\n";
                    TooltipText.Text += warning;
                }
                return;
            }

            Icon = StatusIconType.Ok;
            TooltipHeader.Text = "All good";
            TooltipText.Text   = "This mod is setup correctly";
        }
Exemplo n.º 2
0
        private void UpdateTooltipAndStatus()
        {
            if (Mod.RequiresUpdate)
            {
                Icon = StatusIconType.Update;
                TooltipHeader.Text = "Update Available";
                TooltipText.Text   = "This mod has an update available! Download it from Titanfall Mods via the context menu.";
                return;
            }

            var ErrorsList   = Mod.GetErrors();
            var WarningsList = Mod.GetWarnings();

            if (ErrorsList.Count > 0 || WarningsList.Count > 0)
            {
                Icon = ErrorsList.Count > 0 ? StatusIconType.Error : StatusIconType.Warning;
                TooltipHeader.Text = "Action Required";
                TooltipText.Text   = "";
                foreach (string error in Mod.GetErrors())
                {
                    TooltipText.Text += TooltipText.Text == "" ? "" : "\n";
                    TooltipText.Text += error;
                }
                foreach (string warning in Mod.GetWarnings())
                {
                    TooltipText.Text += TooltipText.Text == "" ? "" : "\n";
                    TooltipText.Text += warning;
                }
                return;
            }

            Icon = StatusIconType.Ok;
            TooltipHeader.Text = "All good";
            TooltipText.Text   = "This mod is up to date!";
        }
Exemplo n.º 3
0
 public void RemoveStatus(StatusIconType status)
 {
     if (statuses.Contains(status))
     {
         statuses.Remove(status);
         UpdateIcons();
     }
 }
Exemplo n.º 4
0
 public void AddStatus(StatusIconType status)
 {
     if (!statuses.Contains(status))
     {
         statuses.Add(status);
         UpdateIcons();
     }
 }
Exemplo n.º 5
0
        public static string GetIcon(StatusIconType icon)
        {
            switch (icon)
            {
            default:
            case StatusIconType.Warning:
                return("error.png");

            case StatusIconType.Ok:
                return("accept.png");

            case StatusIconType.Error:
                return("exclamation.png");

            case StatusIconType.Update:
                return("connect.png");
            }
        }
		public override void Update(GameTime gameTime)
		{
			if (!Game.IsActive || !Visible) return;

			var c = World.Instance.MainPlayer.ActiveCharacter;
			
			_icons = 0;
			if(World.Instance.ActiveMapRenderer.MapRef.IsPK)
				_icons |= StatusIconType.PK;
			if(c.SelectedSpell > 0)
				_icons |= StatusIconType.Spell;
			if(c.PaperDoll[(int)EquipLocation.Weapon] > 0)
				_icons |= StatusIconType.Weapon;
			if(c.PaperDoll[(int)EquipLocation.Shield] > 0)
				_icons |= StatusIconType.Shield;

			base.Update(gameTime);
		}
Exemplo n.º 7
0
    void UpdateIcons()
    {
        while (statuses.Count > pool.Count)
        {
            ExpandPool();
        }

        foreach (StatusIconPoolGO poolGO in pool)
        {
            poolGO.mr.enabled = false;
        }

        for (int i = 0; i < statuses.Count; i += 1)
        {
            StatusIconType type = statuses[i];

            pool[i].mr.enabled  = true;
            pool[i].mr.material = visuals[(int)type].material;
            pool[i].mf.mesh     = visuals[(int)type].mesh;

            pool[i].t.localPosition = Vector3.right * (i - (statuses.Count - 1) * .5f) * separation;
        }
    }
		private Rectangle GetSourceRectangle(StatusIconType type)
		{
			//convert from power of two 'flag' value to base 10 index
			var index = (int)Math.Log((int) type, 2);

			var xOffset = _widthDelta*index;
			return new Rectangle(xOffset, 0, _widthDelta, _heightDelta);
		}